'use client';
import { useEffect, useRef, useState } from 'react';
import { faction } from '@/game/catalog';
import type { Action, GameView } from '@/game/engine';
import { Button } from '@/components/ui/button';
type Deal = GameView['deals'][number];
/** The whole table can read an offer and its history; only its parties act. */
export function PublicDealList({ game, act, disabled }: {
game: GameView;
act: (action: Action) => void;
disabled: boolean;
}) {
const name = (id: string) => {
const player = game.players.find(candidate => candidate.id === id);
return player ? `${player.name} (${faction(player.faction).name})` : 'Unknown player';
};
const canAct = game.status === 'playing' && !game.players.find(player => player.id === game.me)?.bot;
const deals: Deal[] = game.deals ?? [];
if (!deals.length) return
No public deals have been proposed.
;
return
{deals.map(deal => {
const party = game.me === deal.from || game.me === deal.to;
const voted = deal.releaseVotes.includes(game.me);
const partner = game.me === deal.from ? deal.to : deal.from;
return
{name(deal.from)} → {name(deal.to)} · Turn {deal.turn} · {deal.status}
{deal.terms}
{deal.status === 'active' && deal.releaseVotes.length > 0 &&
Release requested by {deal.releaseVotes.map(name).join(', ')}. Both parties must agree to release the deal.
}
{canAct && deal.status === 'offered' && deal.to === game.me &&
act({ type: 'dealRespond', deal: deal.id, accept: true })}>Accept deal
act({ type: 'dealRespond', deal: deal.id, accept: false })}>Decline deal
}
{canAct && deal.status === 'offered' && deal.from === game.me && act({ type: 'dealWithdraw', deal: deal.id })}>Withdraw offer }
{canAct && deal.status === 'active' && party && act({ type: 'dealRelease', deal: deal.id, agree: !voted })}>
{voted ? 'Withdraw release request' : deal.releaseVotes.includes(partner) ? 'Agree to release deal' : 'Request release of deal'}
}
;
})}
;
}
export function PublicDeals({ game, act, busy }: {
game: GameView;
act: (action: Action) => void;
busy: boolean;
}) {
const [target, setTarget] = useState('');
const [terms, setTerms] = useState('');
const needsResponse = game.status === 'playing' && game.deals.some(deal =>
deal.status === 'offered' && deal.to === game.me ||
deal.status === 'active' && (deal.from === game.me || deal.to === game.me) &&
!deal.releaseVotes.includes(game.me) && deal.releaseVotes.length > 0);
const panel = useRef(null);
useEffect(() => { if (needsResponse && panel.current) panel.current.open = true; }, [needsResponse]);
if (game.status !== 'playing' && game.status !== 'finished') return null;
const me = game.players.find(player => player.id === game.me);
const targets = game.players.filter(player => me && player.id !== me.id && !player.bot &&
player.id !== me.ally && player.ally !== me.id);
const recipient = targets.find(player => player.id === target);
const disabled = busy || !!game.roomControl?.paused || !!game.roomControl?.closed || !!me?.autopilot;
const mayOffer = game.status === 'playing' && me && !me.bot;
return
Public deals{needsResponse ? ' · your response requested' : game.deals?.some(deal => deal.status === 'offered' || deal.status === 'active') ? ' · proposals or active deals' : ''}
Deals are public. A recipient must accept an offer. Players must honor valid terms; an impossible part is void, and both parties can agree to release a deal. The game records the terms but cannot automatically enforce free-text promises or determine when they become impossible.
Do not trade cards, forces, leaders or faction powers, or make terms that contradict the rules or faction powers. A deal does not automatically transfer spice; use the Bribes control to make an eligible payment. Bribe rules
{mayOffer && }
Deal history
;
}